The Angband Ladder: Spaz, High-Elf Mage by <lordspaz@gmail.com>
[Angband 3.0.5 Character Dump]
Name Spaz Self RB CB EB Best
Sex Female Age 125 STR! 18/100 +1 -5 +13818/1440
Race High-Elf Height 90 INT! 18/100 +3 +3 +13118/1470
Class Mage Weight 164 WIS! 18/100 -1 +0 +13318/1420
Title ***WINNER*** Status 42 DEX! 18/100 +3 +1 +13318/1470
HP 914/914 Maximize Y CON! 18/100 +1 -2 +14318/1520
SP 330/330 Preserve Y CHR! 18/100 +5 +1 +13118/1470
Level 50 Armor [55,+125] Saving Throw Legendary
Cur Exp 26805351 Fight (+59,+53) Stealth Superb
Max Exp 26805351 Melee (+69,+73) Fighting Legendary
Adv Exp ******** Shoot (+69,+14) Shooting Legendary
MaxDepth 6350 ft Blows 4/turn Disarming Superb
Gold 4414535 Shots 1/turn Magic Device Legendary
Perception Excellent
Burden 256.7 lbs Infra 1310 ft Searching Fair
You are one of several children of a Telerin Archer. You have light
grey eyes, wavy black hair, and a fair complexion.
abcdefghijkl@ abcdefghijkl@
Acid:......+.*++.. Blind:.....+.......
Elec:..*......+... Confu:......+..+...
Fire:.+.*+....+... Sound:........+....
Cold:......+..+... Shard:.............
Pois:..+.+....+... Nexus:......++.+...
Fear:...++.+.++.+. Nethr:...+..+..+...
Lite:.........+..+ Chaos:.....++.+....
Dark:......+..+... Disen:+.+..........
abcdefghijkl@ abcdefghijkl@
S.Dig:..++......... Stea.:.......+.....
Feath:..+.......... Sear.:.....+.......
PLite:.........+... Infra:.....+...+...
Regen:..++......... Tunn.:.............
Telep:.....+...+... Speed:.++++..+...+.
Invis:..++.+...+..+ Blows:.............
FrAct:..++....+.+.. Shots:.............
HLife:..+...+...... Might:.............
[Character Equipment]
a) The Bastard Sword 'Calris' (5d4) (+10,+20) (+5)
It increases your constitution by 5. It slays trolls, demons, and all
evil creatures, and is especially deadly against dragons. It provides
resistance to disenchantment. It aggravates creatures around you. It
cannot be harmed by the elements.
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
It increases your speed by 10. It provides resistance to fire. It
activates for fire branding of bolts every 999 turns. It cannot be
harmed by the elements.
c) The Ring of Power 'Vilya' (+10,+10) (+3)
It increases all your stats by 3. It increases your speed by 3. It
provides immunity to lightning. It provides resistance to poison,
disenchantment, and life draining. It sustains your strength,
dexterity, and constitution. It slows your metabolism, makes you fall
like a feather, and speeds your regeneration. It grants you immunity
to paralysis and the ability to see invisible things. It activates for
large lightning ball (250) every 20+d20 turns. It cannot be harmed by
the elements.
d) The Ring of Power 'Narya' (+6,+6) (+1)
It increases all your stats by 1. It increases your speed by 1. It
provides immunity to fire. It provides resistance to fear and nether.
It sustains your strength, wisdom, constitution, and charisma. It
slows your metabolism and speeds your regeneration. It grants you
immunity to paralysis and the ability to see invisible things. It
activates for large fire ball (120) every 20+d20 turns. It cannot be
harmed by the elements.
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
It increases your strength, wisdom, and charisma by 2. It increases
your speed by 2. It provides resistance to fire, poison, and fear. It
activates for heal (500) every 200 turns. It cannot be harmed by the
elements.
f) The Palantir of Westernesse (+2) (charging)
It increases your intelligence and wisdom by 2. It increases your
searching and infravision by 2. It provides resistance to blindness
and chaos. It lights the dungeon around you. It grants you the power
of telepathy and the ability to see invisible things, but it also
aggravates creatures around you and drains experience. It activates
for clairvoyance every 50+d50 turns. It cannot be harmed by the
elements.
g) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2)
It increases your constitution by 2. It provides resistance to acid,
cold, fear, dark, confusion, nexus, nether, chaos, and life draining.
It sustains your constitution. It activates for heal (1000) every 444
turns. It cannot be harmed by the elements.
h) The Cloak 'Colannon' [1,+15] (+3)
It increases your stealth and speed by 3. It provides resistance to
nexus. It activates for teleport every 45 turns. It cannot be harmed
by the elements.
i) The Small Metal Shield of Thorin [3,+25] (+4)
It increases your strength and constitution by 4. It provides immunity
to acid. It provides resistance to fear, sound, and chaos. It grants
you immunity to paralysis. It cannot be harmed by the elements.
j) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
It increases all your stats by 125. It increases your infravision by
125. It provides resistance to acid, lightning, fire, cold, poison,
fear, light, dark, confusion, nexus, and nether. It lights the dungeon
around you. It grants you the power of telepathy and the ability to
see invisible things, but it also is permanently cursed. It cannot be
harmed by the elements.
k) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
It increases your dexterity by 4. It provides resistance to acid. It
grants you immunity to paralysis. It activates for a magical arrow
(150) every 30+d30 turns. It cannot be harmed by the elements.
l) The Pair of Metal Shod Boots of Thror [6,+20] (+3)
It increases your strength and constitution by 3. It increases your
speed by 3. It provides resistance to fear. It cannot be harmed by
the elements.
[Character Inventory]
a) a Book of Magic Spells [Magic for Beginners] {75% off}
b) a Book of Magic Spells [Conjurings and Tricks]
c) a Book of Magic Spells [Incantations and Illusions] {25% off}
d) a Book of Magic Spells [Sorcery and Evocations]
e) a Book of Magic Spells [Resistances of Scarabtarices]
It cannot be harmed by the elements.
f) a Book of Magic Spells [Raal's Tome of Destruction]
It cannot be harmed by the elements.
g) a Book of Magic Spells [Mordenkainen's Escapes]
It cannot be harmed by the elements.
h) a Book of Magic Spells [Tenser's Transformations]
It cannot be harmed by the elements.
i) a Book of Magic Spells [Kelek's Grimoire of Power]
It cannot be harmed by the elements.
j) 17 Scrolls titled "dannin miaks" of Teleportation {25% off}
k) 20 Scrolls titled "ere nesfa" of *Identify* {25% off}
l) a Runed Rod of Healing (charging)
It cannot be harmed by electricity.
m) a Tin Rod of Restoration
It cannot be harmed by electricity.
n) 6 Aluminium Wands of Clone Monster (3 charges)
o) 5 Locust Staffs of Healing (20 charges)
p) 6 Walnut Staffs of the Magi (19 charges)
[Home Inventory]
a) The Ring of Power 'Nenya' (+8,+8) (+2)
It increases all your stats by 2. It increases your speed by 2. It
provides immunity to cold. It provides resistance to blindness and
life draining. It sustains your intelligence, wisdom, and charisma.
It makes you fall like a feather and speeds your regeneration. It
grants you immunity to paralysis, the power of telepathy, and the
ability to see invisible things. It activates for large frost ball
(200) every 20+d20 turns. It cannot be harmed by the elements.
b) The Arkenstone of Thrain
It provides resistance to light, dark, and life draining. It lights
the dungeon around you. It grants you the ability to see invisible
things. It activates for detection every 30+d30 turns. It cannot be
harmed by the elements.
c) The Chain Mail of Arvedui (-2) [14,+15] (+2)
It increases your strength and charisma by 2. It provides resistance
to acid, lightning, fire, cold, shards, and nexus. It cannot be harmed
by the elements.
d) The Full Plate Armour of Isildur [25,+25] (+1) {res4,conf,sound,nex}
It increases your constitution by 1. It provides resistance to acid,
lightning, fire, cold, confusion, sound, and nexus. It cannot be
harmed by the elements.
e) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
It increases your strength and charisma by 4. It provides resistance
to acid, lightning, fire, cold, dark, and disenchantment. It activates
for banishment every 500 turns. It cannot be harmed by the elements.
f) The Hard Leather Armour of Himring [6,+15]
It provides resistance to poison, nether, and chaos. It activates for
protection from evil every 100+d100 turns. It cannot be harmed by the
elements.
g) The Cloak 'Colluin' [1,+15]
It provides resistance to acid, lightning, fire, cold, and poison. It
activates for resistance (20+d20 turns) every 111 turns. It cannot be
harmed by the elements.
h) The Shadow Cloak of Tuor [6,+12] (+4)
It increases your dexterity by 4. It increases your stealth by 4. It
provides immunity to acid. It grants you immunity to paralysis and the
ability to see invisible things. It cannot be harmed by the elements.
i) a Shadow Cloak of Protection [6,+28]
It provides resistance to shards. It cannot be harmed by the elements.
j) The Large Leather Shield of the Haradrim [4,+15] (+2)
It increases your strength and constitution by 2. It provides
resistance to poison, fear, and blindness. It sustains your strength
and constitution. It aggravates creatures around you. It activates
for berserk rage (50+d50 turns) every 50 turns. It cannot be harmed by
the elements.
k) The Large Metal Shield of Anarion [5,+20]
It provides resistance to acid, lightning, fire, and cold. It sustains
all your stats. It cannot be harmed by the elements.
l) The Shield of Deflection of Gil-galad [10,+20] (+5)
It increases your wisdom and charisma by 5. It provides resistance to
acid, lightning, dark, and disenchantment. It sustains your wisdom,
dexterity, and charisma. It lights the dungeon around you. It
activates for starlight (10d8) every 100 turns. It cannot be harmed by
the elements.
m) The Golden Crown of Gondor [0,+15] (+3)
It increases your strength, wisdom, and constitution by 3. It
increases your speed by 3. It provides resistance to fire, cold, light,
blindness, confusion, sound, and chaos. It lights the dungeon around
you and speeds your regeneration. It grants you the ability to see
invisible things. It activates for heal (500) every 250 turns. It
cannot be harmed by the elements.
n) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
It increases your intelligence, dexterity, and charisma by 3. It
increases your searching and speed by 3. It provides resistance to
cold, light, dark, blindness, sound, and shards. It lights the dungeon
around you. It grants you immunity to paralysis and the ability to see
invisible things. It cannot be harmed by the elements.
o) The Metal Cap of Celebrimbor [3,+18] (+3 to searching)
It increases your intelligence, dexterity, and charisma by 3. It
increases your searching by 3. It provides resistance to acid, fire,
shards, and disenchantment. It cannot be harmed by the elements.
p) The Iron Helm of Dor-Lomin [5,+20] (+4)
It increases your strength, dexterity, and constitution by 4. It
provides resistance to acid, lightning, fire, cold, and fear. It
lights the dungeon around you. It grants you the power of telepathy
and the ability to see invisible things. It cannot be harmed by the
elements.
q) The Steel Helm of Hammerhand [6,+20] (+3)
It increases your strength, dexterity, and constitution by 3. It
provides resistance to acid, cold, dark, and nexus. It sustains your
strength, dexterity, and constitution. It aggravates creatures around
you. It cannot be harmed by the elements.
r) The Katana 'Aglarang' (8d4) (+0,+0) (+5)
It increases your dexterity by 5. It increases your speed by 5. It
sustains your dexterity. It cannot be harmed by the elements.
s) The Great Axe of Eonwe (5d4) (+15,+18) [+8] (+2)
It increases all your stats by 2. It slays orcs, undead, and all evil
creatures, and is especially deadly against demons. It is branded with
frost. It provides immunity to cold. It provides resistance to fear.
It is blessed by the gods. It grants you immunity to paralysis and the
ability to see invisible things. It activates for mass banishment
every 1000 turns. It cannot be harmed by the elements.
t) The Quarterstaff of Olorin (2d9) (+10,+13) (+4)
It increases your intelligence, wisdom, and charisma by 4. It slays
orcs, trolls, and all evil creatures, and is especially deadly against
demons. It is branded with fire. It provides resistance to fire,
nether, and life draining. It grants you the ability to see invisible
things. It activates for probing every 20 turns. It cannot be harmed
by the elements.
u) The Mace 'Taratol' (3d4) (+12,+12)
It is especially deadly against dragons. It is branded with
electricity. It provides immunity to lightning. It activates for
haste self (20+d20 turns) every 100+d100 turns. It cannot be harmed by
the elements.
v) The Two-Handed Flail 'Thunderfist' (4d6) (+5,+18) (+4)
It increases your strength and constitution by 4. It slays animals,
orcs, and trolls. It is branded with electricity and fire. It
provides resistance to lightning, fire, fear, and dark. It cannot be
harmed by the elements.
w) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10]
It slays animals, orcs, trolls, and all evil creatures, and is
especially deadly against dragons, demons, and undead. It creates
earthquakes on impact. It grants you the power of telepathy and the
ability to see invisible things, but it also aggravates creatures
around you. It cannot be harmed by the elements.
[Options]
Adult: Allow purchase of stats using points : yes (adult_point_based)
Adult: Allow specification of minimal stats : no (adult_auto_roller)
Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Preserve artifacts when leaving level : yes (adult_preserve)
Adult: Restrict the use of stairs/recall : no (adult_ironman)
Adult: Restrict the use of stores/home : no (adult_no_stores)
Adult: Restrict creation of artifacts : no (adult_no_artifacts)
Adult: Randomize some of the artifacts (beta): no (adult_rand_artifacts)
Adult: Don't stack objects on the floor : no (adult_no_stacking)
Score: Peek into object creation : no (score_peek)
Score: Peek into monster creation : no (score_hear)
Score: Peek into dungeon creation : no (score_room)
Score: Peek into something else : no (score_xtra)
Score: Know complete monster info : no (score_know)
Score: Allow player to avoid death : no (score_live)
|
Posted on 12.7.2004 05:50
1173. on the Ladder (of 19313)
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